Changes between last EA version (0.9.3) and release version (1.0.0) in case people are wondering:
So, what's new? - Trade is now automated by default. In order to start trading you need to build a marketplace and enable a trade route in the trade menu. Marketplaces will automatically accept items you want to sell and merchant will drop off items you want to buy in any of your marketplaces. To enable manual control you can click the marketplace and uncheck "Auto" checkbox.
- You can now specify trade limits in the trade menu. "Sell when over" setting means that you will only sell items when you have over the specified amount in stock. "Buy up to" means that you will only buy items until you have the specified amount in stock. Currently each trade route has a separate limit, which is something to improve later (?).
- Employment menu now shows the total number of buildings you have when you mouse over the industry.
- Picking colors for your shield is now easier.
- You can now restart the game from the game menu (works with games started in 1.0.0 and after).
- Fancy road under a roadblock is now rendered properly.
- Clerics have been nerfed a bit.
- War pig riders now have regeneration.
- Resource distribution algorithm has been improved once more.
- Stuttering issues introduced in the last update have been (hopefully) fixed. There are ideas have to improve things further in the next update.
- All trees (not just pines) now provide twice as many logs, so you only need half as many woodcutter's lodges. Wood consumption was indeed ridiculous; it is fixed now.
- A new song has been added! I would like to thank Seth Cruse for this beautiful contribution. It is almost as good as what we wrote (it is better). Also there could have been bugs in sound engine, which are now fixed.
- Savegames from earlier versions are compatible with 1.0.0.
If the game doesn't work
The game (regardless of version) may not work for you if you have an Nvidia GPU and use 378.49 driver. You can see your driver version if you go to Nvidia Control Panel > Help > System Info. Minecraft is also affected by this, which is probably why Nvidia did a good thing and released a hotfix. You can download the fix and learn more about the issue here:
http://www.pcworld.com/article/3164453/hardware/nvidia-releases-hot-fix-after-game-ready-driver-breaks-minecraft.html To fix the stuttering issue I've decided to build a 20K population city, and it is monstrous. Here are some screenshots:
As you can see, there are several districts: pillow/clothes/eggs district, medicine district, two furniture districts, bread district, boots and wurst district, beer district and the main district. I decided to go with a district system to optimize the resource-flow.
The idea is: let's say you have furniture production district. It has woodcutter's lodges (half as many!), sawmills and carpenter's shops. It inputs nothing and outputs furniture. The district is connected to the main city only though a storage yard, that accepts only furniture. The storage yard is used as a gateway to prevent peddlers from going into the district to get some furniture.
Instead, there is a storage yard (several of them, just in case) in the middle of the city and it "gets" the furniture. There's almost always some furniture in there, so the peddlers don't have to travel too far to get some.
If peddler's tent had direct access to the carpenter's shops, it would send a guy every time a new load of furniture is produced, and the guy would have to travel all that distance to pick up just one load of furniture. Instead, peddlers go to a nearby storage yard, where they can pick up four loads at once.
This, I believe, is an efficient way to micromanage the resource flow in big cities.